Super cool - all of these, of course!
And on the food - that'd be so great. I have a real thing for food.
There does appear to be a real food shortage in the Workshop, so that'd be awesome!
But, if you want a donut the size of a house, we gotcha covered. LOL Thanks so much! I can't wait!
I currently can hardly keep up with all the ideas and ToDos on my list, but by now i feel quite comfortable with the Cobra engine so i can implement my models much quicker than
before, i also optimized the workflow a little AND foremost, i feel quite motivated. If i can keep up with the pace Planet Zoo will soon have some serious competition regarding the graphics detail (Mwahahaa). (Disclaimer: I'm joking. (kind of))
For the next two or three weeks i'm gonna take a break for the holidays, though. But after that i will jump right back in there.
Thanks so much for the support,
@Cheers
Happy holidays to you and your loved ones! Stay healtthy!
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Update:
Ok, this is a long story. Where should i start (trust me this is an interesting read).
Back in 2018 when the TMTK converter was made available it had a few bugs mainly concerning the Blender files,
i use 3Ds Max for as long as i can remember, so i never got acquainted to Blender,
I don't like Blender but it's great software none the less. Anyhow, Static models and animated models both worked fine for me.
In December 2018 Frontier made an update to the TMTK converter code and fixed the Blender issues,
this same fix broke something in the interpretation of scale and rotation with animated models made with 3DsMax.
So, ever since i tried to find a workable solution to the problem, and even though i still haven't fully worked out the whole logic of the matter,
but by now i had a few opportunities to test several solutions. The thing is, there is no numerical logic to it, it just defies any common sense.
You might think this is mediocre and 'what is this guy talking about??' but now i'll tell you why this is so intriguing and like a puzzle that WANTS to be solved.
When you import an animated model (made in 3Ds Max) into PlanCo, it's armature axes work correctly, but all models are tilted by 20,23, or to be exact, 20,228 degrees from its normal rotation on the X axis (bone rigs in Blender need to be rotated by 90 degrees on the x axis in order for it to work). Usually, if it was just a regular scaling thing, it would be something like 1:100, 1:1000, 20/360, 180/360... that's what i mean by "logic". However, there is an issue both programs share, a tilting of the X axis.
Though, this weird value makes it impossible to pinpoint the cause without taking a few things into account.
First of all, the difference in how Max and Blender interpret their respective fbx export.
Secondly, what else could be influential to the sum of the value.
Like i s said, i'm not QUITE at the goal line, but i think i can post a workaround solution soon.
But what lifts up my spirit even more is that i can finally share a model i made all the way back in 2018 but had to abandon
(i was still finetuning the textures and the last working upload had unfinished textures) because of the bug i mentioned above.
Keep an eye out on the Steam Workshop today (Sunday)
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Latest Uploads:
Two Industrial Railings, 2m and 4m
(both are slightly smaller than their target width for more convenient placement)
Modern, Industrial, Urban, Gritty... and foremost, recolourable with 2 separate slots.
And this is one somewhat of a Christmas present,
i might expand on this snow styleset,
but i doubt i can make it in time before the holidays are over.
But still, this already should give you a ton of possibilities to give
your snow biomes a more realistic touch.
It mimicks the colours and style of the Vanilla Snow rocks and snow scenery pieces VERY closely!
Happy Holidays! Stay safe! ✌